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Allow scaling prey down when the neighboring prey feature is enable. Don't enable...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
36         if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n");\r
48                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
49                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
50                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
51                         swallow_complain = "You cannot swallow someone larger than you\n";\r
52 \r
53                 if(swallow_complain != "")\r
54                 {\r
55                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
56                         {\r
57                                 play2(self, "misc/forbidden.wav");\r
58                                 sprint(self, swallow_complain);\r
59                                 self.complain_vore = time + complain_delay_time;\r
60                         }\r
61                         return FALSE;\r
62                 }\r
63                 return TRUE;\r
64         }\r
65         return FALSE;\r
66 }\r
67 \r
68 float Stomach_TeamMates_check(entity pred)\r
69 {\r
70         // checks if a player's stomach contains any team mates\r
71 \r
72         entity head;\r
73         if(teams_matter)\r
74         {\r
75                 FOR_EACH_PLAYER(head)\r
76                 {\r
77                         if(head.predator == pred && head.team == pred.team)\r
78                                 return TRUE;\r
79                 }\r
80         }\r
81         return FALSE;\r
82 }\r
83 \r
84 float Vore_CanLeave()\r
85 {\r
86         if(self.stat_eaten)\r
87         {\r
88                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
89                         return TRUE;\r
90                 if(teams_matter && self.team == self.predator.team)\r
91                         return TRUE;\r
92                 if(g_rpg && cvar("g_rpg_canleave"))\r
93                         return TRUE;\r
94         }\r
95         return FALSE;\r
96 }\r
97 \r
98 // position the camera properly for prey\r
99 void Vore_SetCamera()\r
100 {\r
101         local entity head;\r
102         local vector oldforward, oldright, oldup;\r
103         local float position_counter;\r
104         local vector origin_apply;\r
105         oldforward = v_forward;\r
106         oldright = v_right;\r
107         oldup = v_up;\r
108 \r
109         makevectors(self.v_angle);\r
110         v_forward_z = 0;\r
111 \r
112         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
113         // else all players would overlap in the center. To do this, we run a loop on all players in the same stomach.\r
114         // For each player, the origin is updated, then a new origin is used for the next player.\r
115         // This requires that no more than 9 players can be in a stomach at a time!\r
116         FOR_EACH_PLAYER(head)\r
117         {\r
118                 if(head.predator == self)\r
119                 {\r
120                         switch(position_counter)\r
121                         {\r
122                                 case 0:\r
123                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
124                                         break;\r
125                                 case 1:\r
126                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
127                                         break;\r
128                                 case 2:\r
129                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
130                                         break;\r
131                                 case 3:\r
132                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
133                                         break;\r
134                                 case 4:\r
135                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
136                                         break;\r
137                                 case 5:\r
138                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
139                                         break;\r
140                                 case 6:\r
141                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
142                                         break;\r
143                                 case 7:\r
144                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
145                                         break;\r
146                                 case 8:\r
147                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
148                                         break;\r
149                                 default:\r
150                                         break;\r
151                         }\r
152                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
153                         head.view_ofs = PL_PREY_VIEW_OFS + (v_forward + origin_apply * cvar("g_vore_neighborprey_distance"));\r
154                         position_counter += 1;\r
155                 }\r
156         }\r
157 \r
158         v_forward = oldforward;\r
159         v_right = oldright;\r
160         v_up = oldup;\r
161 \r
162         /*float prey_height;\r
163         if(self.fakeprey)\r
164                 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
165         else\r
166                 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
167         self.view_ofs_z += prey_height;*/\r
168 }\r
169 \r
170 .float gurgle_oldstomachload;\r
171 void Vore_GurgleSound()\r
172 {\r
173         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
174         {\r
175                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
176 \r
177                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
178                 self.gurgle_oldstomachload = self.stomach_load;\r
179         }\r
180 }\r
181 \r
182 void Vore_WeightApply(entity e)\r
183 {\r
184         // apply stomach weight that makes you heavier the more you eat\r
185         // slowing the player is done in cl_physics.qc\r
186 \r
187         if(e.stomach_load != e.vore_oldstomachload)\r
188                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
189         if(e.gravity == 0)\r
190                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
191         e.vore_oldstomachload = e.stomach_load;\r
192 }\r
193 \r
194 void Vore_AutoDigest(entity e)\r
195 {\r
196         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
197 \r
198         if(!cvar("g_vore_digestion") || e.digesting)\r
199                 return;\r
200         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
201                 return; // this feature is only for players, not bots\r
202         if(e.stomach_load > 1)\r
203                 return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
204         if(Stomach_TeamMates_check(e))\r
205                 return; // never begin automatic digestion if we've swallowed a team mate\r
206 \r
207         e.digesting = TRUE;\r
208 }\r
209 \r
210 .entity pusher;\r
211 .float pushltime;\r
212 void Vore_Swallow(entity e)\r
213 {\r
214         // this player is being swallowed by another player, apply the proper changes\r
215 \r
216         e.vore_oldmovetype = e.movetype;\r
217         e.vore_oldsolid = e.solid;\r
218 \r
219         e.predator = self;\r
220         setorigin(e, e.predator.origin);\r
221         e.velocity = '0 0 0';\r
222         e.movetype = MOVETYPE_FOLLOW;\r
223         e.solid = SOLID_NOT;\r
224         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
225 \r
226         // drop keys (KH) and flags (CTF) when we get swallowed\r
227         kh_Key_DropAll(e, FALSE);\r
228         if(e.flagcarried)\r
229                 DropFlag(e.flagcarried, world, e.predator);\r
230 \r
231         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
232                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
233 \r
234         if(teams_matter && e.team == e.predator.team)\r
235         {\r
236                 if(cvar("g_vore_kick"))\r
237                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
238                 if(cvar("g_vore_digestion"))\r
239                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
240         }\r
241 \r
242         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
243         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
244         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
245         e.predator.stomach_load += 1;\r
246         e.predator.regurgitate_prepare = 0;\r
247         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
248         Vore_WeightApply(e.predator);\r
249         Vore_AutoDigest(e.predator);\r
250 \r
251         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
252         e.predator.weapon_delay = time + button_delay_time;\r
253         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
254         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
255         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
256 }\r
257 \r
258 void Vore_Regurgitate(entity e)\r
259 {\r
260         // this player is being regurgitated by their predator, apply the proper changes\r
261 \r
262         e.movetype = e.vore_oldmovetype;\r
263         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
264                 e.solid = e.vore_oldsolid;\r
265         e.view_ofs_z = PL_VIEW_OFS_z;\r
266 \r
267         // apply velocities\r
268         local vector oldforward, oldright, oldup;\r
269         oldforward = v_forward;\r
270         oldright = v_right;\r
271         oldup = v_up;\r
272         makevectors(e.predator.v_angle);\r
273         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
274         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
275         v_forward = oldforward;\r
276         v_right = oldright;\r
277         v_up = oldup;\r
278 \r
279         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
280         e.pushltime = time + cvar("g_maxpushtime");\r
281 \r
282         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
283         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
284         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
285         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
286         e.predator.stomach_load -= 1;\r
287         e.predator.regurgitate_prepare = 0;\r
288         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
289         Vore_WeightApply(e.predator);\r
290 \r
291         // block firing for a small amount of time, or we'll be firing the next frame\r
292         e.weapon_delay = time + button_delay_time;\r
293         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
294         e.predator = world;\r
295 }\r
296 \r
297 void Vore_DeadPrey_Configure(entity e)\r
298 {\r
299         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
300 \r
301         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
302                 return;\r
303 \r
304         // this entity is like e.predator but for dead prey, to avoid conflicts\r
305         e.fakepredator = e.predator;\r
306         e.fakeprey = TRUE;\r
307 \r
308         // first release the prey from the predator, as dead prey needs to be attached differently\r
309         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
310         e.predator.stomach_load -= 1;\r
311         Vore_WeightApply(e.predator);\r
312         e.predator = world;\r
313 \r
314         // now put our dead prey inside the predator's stomach, but only as an effect\r
315         e.movetype = MOVETYPE_FOLLOW;\r
316         e.takedamage = DAMAGE_NO;\r
317         e.solid = SOLID_NOT;\r
318         e.aiment = e.fakepredator;\r
319 }\r
320 \r
321 void Vore_DeadPrey_Detach(entity e)\r
322 {\r
323         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
324         // should only execute after Vore_DeadPrey_Configure has ran first\r
325 \r
326         if not(cvar("g_vore_keepdeadprey"))\r
327                 return;\r
328 \r
329         e.fakepredator = world;\r
330         e.fakeprey = TRUE; // keep fakeprey status\r
331         e.stat_eaten = 0;\r
332         e.aiment = world;\r
333         e.movetype = MOVETYPE_TOSS;\r
334 }\r
335 \r
336 void Vore_PreyRelease(entity e, float pred_disconnect)\r
337 {\r
338         if(pred_disconnect)\r
339         {\r
340                 if(e.fakeprey)\r
341                         Vore_DeadPrey_Detach(e);\r
342                 else\r
343                         Vore_Regurgitate(e);\r
344         }\r
345         else if(self.stat_eaten && !self.fakeprey)\r
346         {\r
347                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
348                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
349                         Vore_DeadPrey_Configure(e);\r
350                 else\r
351                         Vore_Regurgitate(e);\r
352         }\r
353 }\r
354 \r
355 void Vore_Disconnect()\r
356 {\r
357         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
358 \r
359         // prey disconnects or goes spectating while inside someone's belly\r
360         if(self.stat_eaten)\r
361                 Vore_PreyRelease(self, TRUE);\r
362 \r
363         // pred disconnects or goes spectating with players in their belly\r
364         entity head;\r
365         FOR_EACH_PLAYER(head)\r
366         {\r
367                 if(head.predator == self || head.fakepredator == self)\r
368                         Vore_PreyRelease(head, TRUE);\r
369         }\r
370         Vore_GurgleSound(); // stop the gurgling sound\r
371 \r
372         self.stomach_load = self.gravity = 0; // prevents a bug\r
373 }\r
374 \r
375 .float digestion_step;\r
376 void Vore_Digest()\r
377 {\r
378         // apply digestion to prey\r
379 \r
380         if(time > self.predator.digestion_step)\r
381         {\r
382                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
383                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
384                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
385 \r
386                 if (self.predator.digestsound_finished < time)\r
387                 {\r
388                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
389                         self.predator.digestsound_finished = time + 0.5;\r
390                 }\r
391                 self.predator.digestion_step = time + steptime;\r
392         }\r
393 \r
394         if(self.deadflag != DEAD_NO)\r
395         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
396                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
397 }\r
398 \r
399 .float teamheal_step;\r
400 void Vore_Teamheal()\r
401 {\r
402         // apply teamheal\r
403 \r
404         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
405         if(time > self.teamheal_step)\r
406         {\r
407                 self.health += cvar("g_balance_vore_teamheal");\r
408                 self.teamheal_step = time + steptime;\r
409 \r
410                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
411                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
412                 {\r
413                         play2(self, "misc/beep.wav");\r
414                         play2(self.predator, "misc/beep.wav");\r
415                 }\r
416         }\r
417 }\r
418 \r
419 void Vore_StomachKick()\r
420 {\r
421         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
422 \r
423         if(time > self.stomachkick_delay)\r
424         {\r
425                 float damage;\r
426                 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
427 \r
428                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
429                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
430                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
431                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
432 \r
433                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
434                         Vore_Regurgitate(self);\r
435 \r
436                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
437         }\r
438 }\r
439 \r
440 void Vore_StomachLeave()\r
441 {\r
442         // allows players to get out of their predator at will in some circumstances, such as team mates\r
443 \r
444         if(Vore_CanLeave())\r
445                 Vore_Regurgitate(self);\r
446         else if(time > self.complain_vore)\r
447         {\r
448                 play2(self, "misc/forbidden.wav");\r
449                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
450                 self.complain_vore = time + complain_delay_time;\r
451         }\r
452 }\r
453 \r
454 void Vore_AutoTaunt()\r
455 {\r
456         // triggers ambient vore taunts, for both pred and prey\r
457 \r
458         float taunt_time;\r
459 \r
460         // predator taunts\r
461         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
462         {\r
463                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
464                 {\r
465                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
466                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
467                 }\r
468         }\r
469         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
470         {\r
471                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
472                 SetAutoTaunt(self, 0, 0);\r
473         }\r
474 \r
475         // prey taunts\r
476         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
477         {\r
478                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
479                 {\r
480                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
481                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
482                 }\r
483         }\r
484         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
485         {\r
486                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
487                 SetAutoTaunt(self, 0, 0);\r
488         }\r
489 }\r
490 \r
491 void Vore_SetSbarRings()\r
492 {\r
493         // first clear the ring stats, then configure them if needed\r
494         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
495         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
496 \r
497         if(self.stat_eaten)\r
498         {\r
499                 if(time <= self.stomachkick_delay)\r
500                 {\r
501                         self.stat_sbring1_type = 2; // ring shows stomach kick delay, empties with progress\r
502                         self.stat_sbring1_clip = bound(0, (time / self.stomachkick_delay - 1) / ((self.stomachkick_delay - cvar("g_balance_vore_kick_delay")) / self.stomachkick_delay - 1), 1);\r
503                 }\r
504         }\r
505         else\r
506         {\r
507                 if(time <= self.action_delay)\r
508                 {\r
509                         self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress\r
510                         self.stat_sbring1_clip = bound(0, (time / self.action_delay - 1) / ((self.action_delay - cvar("g_balance_vore_action_delay")) / self.action_delay - 1), 1);\r
511                 }\r
512                 if(time <= self.regurgitate_prepare)\r
513                 {\r
514                         self.stat_sbring2_type = 1; // ring shows regurgitation preparing, fills with progress\r
515                         self.stat_sbring2_clip = 1 - bound(0, (time / self.regurgitate_prepare - 1) / ((self.regurgitate_prepare - cvar("g_balance_vore_regurgitate_delay")) / self.regurgitate_prepare - 1), 1);\r
516                 }\r
517         }\r
518 }\r
519 \r
520 void Vore()\r
521 {\r
522         // main vore code, this is where it all happens\r
523 \r
524         if(!cvar("g_vore")) // the vore system is disabled\r
525         {\r
526                 Vore_Disconnect();\r
527                 return;\r
528         }\r
529 \r
530         Vore_AutoTaunt();\r
531 \r
532         // wash the goo away from players once they leave the stomach\r
533         if(!self.stat_eaten)\r
534         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
535         if(self.colormod)\r
536         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
537         {\r
538                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
539                 if(self.colormod_x > 1)\r
540                         self.colormod_x = 1;\r
541                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
542                 if(self.colormod_y > 1)\r
543                         self.colormod_y = 1;\r
544                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
545                 if(self.colormod_z > 1)\r
546                         self.colormod_z = 1;\r
547         }\r
548 \r
549         // set all vore stats\r
550         Vore_SetSbarRings();\r
551         if(self.fakepredator.classname == "player")\r
552                 self.stat_eaten = num_for_edict(self.fakepredator);\r
553         else if(self.predator.classname == "player")\r
554         {\r
555                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
556                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
557                 self.stat_eaten = num_for_edict(self.predator);\r
558         }\r
559         else\r
560         {\r
561                 self.stat_stomachload = self.stomach_load;\r
562                 self.stat_digesting = self.digesting;\r
563                 self.stat_eaten = 0;\r
564         }\r
565         self.stat_canleave = Vore_CanLeave();\r
566 \r
567         // don't allow a player inside a player inside another player :)\r
568         // prevent this by checking if such has happened, and taking the proper measures\r
569         // this code has a high priority and must not be stopped by any delay, so run it here\r
570         if(self.predator.stat_eaten)\r
571         {\r
572                 entity target_predator, target_predator_predator, oldself;\r
573                 target_predator = self.predator;\r
574                 target_predator_predator = self.predator.predator;\r
575 \r
576                 Vore_Regurgitate(self);\r
577 \r
578                 // now steal our prey's prey if this probability applies\r
579                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
580                 {\r
581                         oldself = self;\r
582                         self = target_predator_predator;\r
583                         if(Swallow_condition_check(oldself))\r
584                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
585                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
586                                 Vore_Swallow(oldself);\r
587                         self = oldself;\r
588                 }\r
589         }\r
590 \r
591         // apply delays and skip the vore system under some circumstances\r
592         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
593         {\r
594                 Vore_Disconnect();\r
595                 return;\r
596         }\r
597         if(self.spectatee_status)\r
598                 return;\r
599         if(time < self.system_delay)\r
600                 return;\r
601 \r
602 // --------------------------------\r
603 // Code that addresses predators:\r
604 // --------------------------------\r
605 \r
606         entity prey;\r
607         prey = Swallow_player_check();\r
608 \r
609         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
610         self.stat_canswallow = 0;\r
611         if(Swallow_condition_check(prey))\r
612         {\r
613                 // canswallow stat, used by the HUD\r
614                 if(teams_matter && prey.team == self.team)\r
615                         self.stat_canswallow = 2;\r
616                 else\r
617                         self.stat_canswallow = 1;\r
618 \r
619                 if(self.BUTTON_ATCK)\r
620                         Vore_Swallow(prey);\r
621         }\r
622         else if(prey != world)\r
623                 self.stat_canswallow = -1;\r
624 \r
625         // toggle digestion, if the player has someone in their stomach\r
626         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
627         {\r
628                 if(self.stomach_load)\r
629                 {\r
630                         if(time > self.digest_button_delay_time)\r
631                         {\r
632                                 self.digesting = !self.digesting;\r
633                                 self.digest_button_delay_time = time + button_delay_time;\r
634                         }\r
635                 }\r
636                 else if(time > self.complain_vore)\r
637                 {\r
638                         play2(self, "misc/forbidden.wav");\r
639                         sprint(self, "There is nothing to digest\n");\r
640                         self.complain_vore = time + complain_delay_time;\r
641                 }\r
642         }\r
643         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
644                 self.digesting = FALSE;\r
645 \r
646         // predator wishes to regurgitate his prey\r
647         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
648         {\r
649                 if(self.stomach_load)\r
650                 {\r
651                         if(time > self.regurgitate_button_delay_time)\r
652                         {\r
653                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
654                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
655                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
656                         }\r
657                 }\r
658                 else if(time > self.complain_vore)\r
659                 {\r
660                         play2(self, "misc/forbidden.wav");\r
661                         sprint(self, "There is nothing to regurgitate\n");\r
662                         self.complain_vore = time + complain_delay_time;\r
663                 }\r
664         }\r
665 \r
666         if(cvar("g_vore_gurglesound"))\r
667                 Vore_GurgleSound();\r
668 \r
669 // --------------------------------\r
670 // Code that addresses the prey:\r
671 // --------------------------------\r
672 \r
673         Vore_SetCamera();\r
674 \r
675         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
676         if(self.fakeprey)\r
677         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
678                 Vore_DeadPrey_Detach(self);\r
679 \r
680         if(!self.stat_eaten)\r
681                 return;\r
682 \r
683         if(self.deadflag != DEAD_NO)\r
684         {\r
685                 Vore_PreyRelease(self, FALSE);\r
686                 return;\r
687         }\r
688 \r
689         if(self.predator.deadflag != DEAD_NO)\r
690                 Vore_Regurgitate(self);\r
691         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
692                 Vore_Regurgitate(self);\r
693 \r
694         // apply delayed regurgitating if it was scheduled\r
695         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
696         {\r
697                 self.predator.regurgitate_prepare = 0;\r
698                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
699                 Vore_Regurgitate(self);\r
700         }\r
701 \r
702         // execute digesting and team healing\r
703         if(self.predator.digesting == TRUE)\r
704                 Vore_Digest();\r
705         if(teams_matter && self.team == self.predator.team)\r
706         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
707                 Vore_Teamheal();\r
708 \r
709         // execute prey commands\r
710         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
711                 Vore_StomachKick();\r
712         if(self.BUTTON_JUMP)\r
713                 Vore_StomachLeave();\r
714 \r
715         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
716         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
717         kh_Key_DropAll(self, FALSE);\r
718 }